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Patching extra functionality into <gamemd.exe> - Printable Version

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+--- Thread: Patching extra functionality into <gamemd.exe> (/showthread.php?tid=16)



RE: Patching extra functionality into <gamemd.exe> - Nighthawk - 11.02.2007

Quote:It used internally in my new SW system, so you must not use it.
The Nuclear Reactor uses it upon destruction - it fires the same weapon as the Nuke. Also, even if it is used internally, what's wrong with using the actual warhead so long as the variables aren't changed around?
Quote:I am not recommend to use nuke clones at all.
What was wrong with them before? They seem to have got worse. I don't think it's sort of an efficient use of time to work on coding something, then tell people that it's best they don't use it, not unless it can be fixed anyway.


RE: Patching extra functionality into <gamemd.exe> - VK - 11.02.2007

probably it have a lot of bugs, fix it is very difficult.
(try a lot of nukes at the same time)

Quote:The Nuclear Reactor uses it upon destruction - it fires the same weapon as the Nuke. Also, even if it is used internally, what's wrong with using the actual warhead so long as the variables aren't changed around?
And this cause IE (when reactor destroyed)?

Quote: as the variables aren't changed around
pSWLastNuke can simple be NULL -> IE.


RE: Patching extra functionality into <gamemd.exe> - zhaihs - 13.02.2007

ok,modify warhead to nuke2 ,success
thanks!


RE: Patching extra functionality into <gamemd.exe> - Bobingabout - 13.02.2007

CnCVK Wrote:
Quote:The Nuclear Reactor uses it upon destruction - it fires the same weapon as the Nuke. Also, even if it is used internally, what's wrong with using the actual warhead so long as the variables aren't changed around?
And this cause IE (when reactor destroyed)?

i don't think it does, i played my mod after making it RPCE several times doing some testing, 1 of the things i did was destroy neuclear reactors. no IE.


RE: Patching extra functionality into <gamemd.exe> - TheMan - 13.02.2007

CnCVK here is the except.txt for save game IE withc you can look at


.txt   except.txt (Size: 20.58 KB / Downloads: 523)


RE: Patching extra functionality into <gamemd.exe> - VK - 13.02.2007

You should have the same mod when load game, as save it.


RE: Patching extra functionality into <gamemd.exe> - TheMan - 13.02.2007

I did, and i just tired again, same error.
I tried to load without any mod with RPCE and it worked.


RE: Patching extra functionality into <gamemd.exe> - VK - 13.02.2007

Quote:I did, and i just tired again, same error.
I tried to load without any mod with RPCE and it worked.
What mod you are using now (or what rules)?


RE: Patching extra functionality into <gamemd.exe> - MCV - 14.02.2007

CnCVK Wrote:You should have the same mod when load game, as save it.

You mean SavedGames works again?


RE: Patching extra functionality into <gamemd.exe> - VK - 14.02.2007

test it and think as your want...


RE: Patching extra functionality into <gamemd.exe> - TheMan - 14.02.2007

CnCVK Wrote:
Quote:I did, and i just tired again, same error.
I tried to load without any mod with RPCE and it worked.
What mod you are using now (or what rules)?

I PM them to you, look at your New Messeges


RE: Patching extra functionality into <gamemd.exe> - zhaihs - 16.03.2007

CnCVK,
a bug of YR and RP
if a tank deploy to a building,and the building's Foundation=1x1 (art*.ini),the building can't be repair by the "wrench"

if a tank deploy to a building,and the building's Foundation>1x1,for example 1x2 or 2x1 (art*.ini),the building can be repair by the "wrench"

could you repair the problem,let the building(1x1 foundation) can be repair?


RE: Patching extra functionality into <gamemd.exe> - Nighthawk - 16.03.2007

Have you tried ClickRepairable=yes on the building?

Edit: This was probably put in because the only things that deployed to 1x1 buildings in older games were the Mobile Sensor Array, the Nod Artillery and the Juggernaut, none of which should be repairable when deployed.


RE: Patching extra functionality into <gamemd.exe> - VK - 16.03.2007

Quote:a bug of YR and RP
engine limitation


RE: Patching extra functionality into <gamemd.exe> - zhaihs - 19.03.2007

a problem about the Palette of the ionbeam
i make a new ionbeam anim,and assign a new palette
my code:
[IONBEAM]
Translucent=yes
Rate=200
Tiled=yes
TranslucencyDetailLevel=1
Report=ChronosphereMove
Flat=true
Palette=IONBEAM.pal

but ,i get a anim with a error palette,i find the ionbeam.shp used anim.pal
when i modify
Tiled=yes to no

[IONBEAM]
Translucent=yes
Rate=200
Tiled=no
TranslucencyDetailLevel=1
Report=ChronosphereMove
Flat=true
Palette=IONBEAM.pal

ok,i get the color what i wanted,but it isn't a true ionbeam from sky

how to correct this problem?